mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Tilemap had the wrong @method signatures so most were missing from the docs.
This commit is contained in:
+53
-72
@@ -182,6 +182,10 @@
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Image.html">Image</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
@@ -398,6 +402,36 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="global.html#hex2rgb">hex2rgb</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="global.html#hitTest">hitTest</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="global.html#rgb2hex">rgb2hex</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -471,38 +505,30 @@ Phaser.World.prototype.boot = function () {
|
||||
|
||||
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
|
||||
|
||||
this.camera.displayObject = this._container;
|
||||
this.camera.displayObject = this;
|
||||
|
||||
this.game.camera = this.camera;
|
||||
|
||||
this.game.stage._stage.addChild(this);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This is called automatically after the plugins preUpdate and before the State.update.
|
||||
* Most objects have preUpdate methods and it's where initial movement, drawing and calculations are done.
|
||||
*
|
||||
* @method Phaser.World#update
|
||||
* @method Phaser.World#preUpdate
|
||||
*/
|
||||
Phaser.World.prototype.preUpdate = function () {
|
||||
|
||||
if (this.game.stage._stage.first._iNext)
|
||||
this.currentRenderOrderID = 0;
|
||||
|
||||
for (var i = 0, len = this.children.length; i < len; i++)
|
||||
{
|
||||
var currentNode = this.game.stage._stage.first._iNext;
|
||||
|
||||
do
|
||||
if (this.children[i]['preUpdate'])
|
||||
{
|
||||
// If preUpdate exists, and it returns false, skip PIXI child objects
|
||||
if (currentNode['preUpdate'] && !currentNode.preUpdate())
|
||||
{
|
||||
currentNode = currentNode.last._iNext;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentNode = currentNode._iNext;
|
||||
}
|
||||
|
||||
this.children[i].preUpdate();
|
||||
}
|
||||
while (currentNode != this.game.stage._stage.last._iNext)
|
||||
}
|
||||
|
||||
}
|
||||
@@ -515,26 +541,12 @@ Phaser.World.prototype.preUpdate = function () {
|
||||
*/
|
||||
Phaser.World.prototype.update = function () {
|
||||
|
||||
this.currentRenderOrderID = 0;
|
||||
|
||||
if (this.game.stage._stage.first._iNext)
|
||||
for (var i = 0, len = this.children.length; i < len; i++)
|
||||
{
|
||||
var currentNode = this.game.stage._stage.first._iNext;
|
||||
|
||||
do
|
||||
if (this.children[i]['update'])
|
||||
{
|
||||
// If update exists, and it returns false, skip PIXI child objects
|
||||
if (currentNode['update'] && !currentNode.update())
|
||||
{
|
||||
currentNode = currentNode.last._iNext;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentNode = currentNode._iNext;
|
||||
}
|
||||
|
||||
this.children[i].update();
|
||||
}
|
||||
while (currentNode != this.game.stage._stage.last._iNext)
|
||||
}
|
||||
|
||||
}
|
||||
@@ -555,40 +567,24 @@ Phaser.World.prototype.postUpdate = function () {
|
||||
|
||||
this.camera.update();
|
||||
|
||||
if (this.game.stage._stage.first._iNext)
|
||||
for (var i = 0, len = this.children.length; i < len; i++)
|
||||
{
|
||||
var currentNode = this.game.stage._stage.first._iNext;
|
||||
|
||||
do
|
||||
if (this.children[i]['postUpdate'])
|
||||
{
|
||||
if (currentNode['postUpdate'] && currentNode !== this.camera.target)
|
||||
{
|
||||
currentNode.postUpdate();
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
this.children[i].postUpdate();
|
||||
}
|
||||
while (currentNode != this.game.stage._stage.last._iNext)
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.camera.update();
|
||||
|
||||
if (this.game.stage._stage.first._iNext)
|
||||
for (var i = 0, len = this.children.length; i < len; i++)
|
||||
{
|
||||
var currentNode = this.game.stage._stage.first._iNext;
|
||||
|
||||
do
|
||||
if (this.children[i]['postUpdate'])
|
||||
{
|
||||
if (currentNode['postUpdate'])
|
||||
{
|
||||
currentNode.postUpdate();
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
this.children[i].postUpdate();
|
||||
}
|
||||
while (currentNode != this.game.stage._stage.last._iNext)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -744,21 +740,6 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.World#visible
|
||||
* @property {boolean} visible - Gets or sets the visible state of the World.
|
||||
*/
|
||||
Object.defineProperty(Phaser.World.prototype, "visible", {
|
||||
|
||||
get: function () {
|
||||
return this._container.visible;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
this._container.visible = value;
|
||||
}
|
||||
|
||||
});
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
@@ -780,7 +761,7 @@ Object.defineProperty(Phaser.World.prototype, "visible", {
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user